Book picks similar to
Old School Reference and Index Compilation-OSRIC by Stuart Marshall
rpg
osr
role-playing-games
roleplaying
Heroes Unlimited
Alex Marciniszyn - 1994
Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.
Age of Mortals
Margaret Weis - 2003
The gods who watched the world were absent for decades, mighty dragon overlords warred and conquered vast territories, and old magic had to be learned to replace the new. An epic War of Souls had to be fought to resotre some of what was lost ushering in a new and exciting era, full of possibilities for both good and evil.The Age of Mortals Campaign Book is designed as a companion volume to the DRAGONLANCE CAMPAIGN SETTING published by Wizards of the Coast. Designed and written by the same design team (under the guideance of author Margaret Weis), this volume gives players everything they need to play in any Fifth Age campaign including during and after the War of Souls itself
Magical Harry Potter Recipes: A Complete Cookbook of Great Hogwarts Dish Ideas!
Thomas Brown - 2019
Of course, there are some dishes only found in Harry Potter’s world, especially sweet treats. You’ll learn all about Harry Potter recipes in this cookbook. While at Hogwarts, Harry Potter and his friends regularly eat some famous British foods that are good, and some that are not-as-good. I’ll only be making the GOOD dishes here. The school attended by Harry Potter and his friends involves many delicious cakes, tarts, puddings and pies – some of them sweet and some of them savory. They enjoy them after tough Quidditch games, during the early morning breakfast hours, after middle of the night escapades and during their afternoon teas spent with Hagrid. Read on, and make some of these insanely popular dishes yourself!
Arms and Equipment Guide
Eric Cagle - 2003
The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
Planes of Chaos
Wolfgang Baur - 1994
Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.
Monstrous Compendium: Volume One
David Zeb Cook - 1989
Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compenium Volumes Two and Three!
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
Apprentice to Master: The Complete Epic Fantasy Trilogy
James A. Eggebeen - 2020
Pathfinder Roleplaying Game: Advanced Player's Guide
Jason BulmahnSean K. Reynolds - 2010
Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 336-page Pathfinder RPG Advanced Player's Guide includes:- Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch.- More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell.- Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger- Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle.- A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards.- New prestige classes like the Master Chymist and the Battle Herald.... and much, much more!Cover art by Wayne Reynolds
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Veins of the Earth
Patrick Stuart - 2017
Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.
Forbidden Lands Player's Handbook
Tomas Härenstam - 2018
Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.
Cthulhu by Gaslight: Horror Roleplaying in 1890s England
William A. Barton - 1986
Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.
Return of the Lazy Dungeon Master
Michael Shea - 2018
Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.